skip to content
User Tools
Log In
Site Tools
Search
Tools
Show pagesource
Old revisions
Backlinks
Recent Changes
Media Manager
Sitemap
Log In
>
Recent Changes
Media Manager
Sitemap
Trace:
•
supplementary_rules
Sidebar
supplementary_rules
This is an old revision of the document!
Leaving an Encounter
It is possible to leave an encounter once it has started.
Unless otherwise specified, it takes the following to leave an encounter:
60s of fleeing whilst not being actively pursued
60s of hiding whilst not being discovered.
Once you have left an encounter, place your fingers in the air and call
DISAPPEARING
.
Once you have left an encounter, you cannot rejoin it.
Afflictions
Afflictions are be characterized by three things:
The effect they have
How difficult they are to treat or remove
What sorts of ability can treat them.
When a GM comes up with a curse of affliction they should also assign it a potency and a type.
Skills will state which levels of potency they can cure.
The two main types of affliction are those of the body and those of the soul.
There are four potencies: feeble, strong, severe and chronic.
Afflictions of feeble potency are generally easy to remove for those who have the right skills.
This does not mean that their effects are small - just that they are easy to cure.
Conversely, chronic afflictions are effects which are, to all intents and purposes, permanent.
Removing chronic afflictions is more the realm of a character request LARP than something which a skill can achieve.
Certain abilities or effects reduce or increase the potency of afflictions.
The potency of an affliction can only ever go up or down one rank from its original potency.
supplementary_rules.1506856761.txt.gz
· Last modified: 2017/10/01 11:19 by
gm_seb
Page Tools
Show pagesource
Old revisions
Backlinks
Back to top